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Post by SZNS on Apr 18, 2020 0:17:07 GMT -5
I am trying to create an anklet, Everything is going good so far but one issue When I try to leave the texture image so I can fit it to the sims 4 uv map the texture leaves the object I'm trying to create if that makes since. Heres a video that I recorded of the issue. Pleaaase help! heres the blend file www.dropbox.com/h?preview=wip.blendedit: working link to the blend file is here www.dropbox.com/s/ncb294okpr3x60h/wip.blend?dl=0 so sorry!
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Post by nouchcka on Apr 18, 2020 4:08:02 GMT -5
Hello!
So what you're trying to do is instead of showing the diamond thingy on those squares you want it to show the sims 4 skin texture on these squares? Sorry if the question is unclear
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Post by mauvemorn on Apr 18, 2020 5:51:44 GMT -5
Hi. When modelling something from repeating parts, make sure to unwrap a 3d model before duplicating it. Now you have all faces of the entire anklet stacked "on top" of each other and displaying the same texture. In your place I would delete all of them but each unique element, unwrap them all, put uvs in the right place using this template ( All CAS items share the same uv space, each has a designated area, set this image as a background ) as a guide, and then duplicate everything again. This would be much faster than unwrapping each of them and making them identical. Here's a blend file with unwrapped unique parts. I placed them in the shoes area, put them somewhere else if you want this to be an accessory.
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Post by SZNS on Apr 18, 2020 12:34:37 GMT -5
Hi. When modelling something from repeating parts, make sure to unwrap a 3d model before duplicating it. Now you have all faces of the entire anklet stacked "on top" of each other and displaying the same texture. In your place I would delete all of them but each unique element, unwrap them all, put uvs in the right place using this template ( All CAS items share the same uv space, each has a designated area, set this image as a background ) as a guide, and then duplicate everything again. This would be much faster than unwrapping each of them and making them identical. Here's a blend file with unwrapped unique parts. I placed them in the shoes area, put them somewhere else if you want this to be an accessory. Thank you so much for your help! I did encounter a new problem while testing the item in CAS. I wanted to make this an accessory so it can be worn with shoes as well and I didn't think that the feet that I used, as a "guide" on where to put the anklet, would show up but they did so it's clashing with some DR feet I have. It's also showing some weird black and nude-ish lines. I stripped the sim of pretty much everything but I can't seem to get to the bottom of whats causing this issue. Is there a way I can make the anklet compatible even with default replacement feet and wearable with sandals/sneakers/clothes etc & what caused the logo part to turn black/nude? Here are my Package and Blend files.
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Post by mauvemorn on Apr 18, 2020 14:47:08 GMT -5
- Remove loose vertices. Switch to Edit mode ( TAB), select everything with A, Mesh - Clean up - Delete loose; - Select uv_0, in UV editor enable sync, press B, LMB-click-and-drag to select feet's uvs, in 3d view press P and choose Selection; - Unfold rig and make bottom selectable. Select bottom, in 3d view press Shift D, LMB-click without moving the cursor to confirm the action; - Select bottom.001, Shift-select the feet you separated, press Ctrl J to join. Rename this meshgroup to Reference; - Switch to Edit mode, disable Limit selection to visible, switch to Vertex select, select vertices where the bottom and feet should be joined, Tools - Remove doubles with Merge distance set to 0,0001;(ignore the way these legs are selected) - Select the anklet, add Data transfer modifier, choose Reference as source object, set the rest like this - delete Reference; - the reason you're seeing those black lines is because you put uvs outside of uv space. If you want it to be accessory, put them and the texture in the place meant for whatever accessory it should be. Right now it is in the space meant for tops, it will overlap with other items. The way you unwrapped the chain will not display a texture right; - once done, save the file, import it in the package, in Categories change Shoes to whatever accessories you want them to be. If nothing updates right away, save the file, go to main menu, then open the file again
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Post by SZNS on Apr 18, 2020 15:44:15 GMT -5
- Remove loose vertices. Switch to Edit mode ( TAB), select everything with A, Mesh - Clean up - Delete loose; - Select uv_0, in UV editor enable sync, press B, LMB-click-and-drag to select feet's uvs, in 3d view press P and choose Selection; - Unfold rig and make bottom selectable. Select bottom, in 3d view press Shift D, LMB-click without moving the cursor to confirm the action; - Select bottom.001, Shift-select the feet you separated, press Ctrl J to join. Rename this meshgroup to Reference; - Switch to Edit mode, disable Limit selection to visible, switch to Vertex select, select vertices where the bottom and feet should be joined, Tools - Remove doubles with Merge distance set to 0,0001;(ignore the way these legs are selected) - Select the anklet, add Data transfer modifier, choose Reference as source object, set the rest like this - delete Reference; - the reason you're seeing those black lines is because you put uvs outside of uv space. If you want it to be accessory, put them and the texture in the place meant for whatever accessory it should be. Right now it is in the space meant for tops, it will overlap with other items. The way you unwrapped the chain will not display a texture right; - once done, save the file, import it in the package, in Categories change Shoes to whatever accessories you want them to be. If nothing updates right away, save the file, go to main menu, then open the file again Now theres a black-ish border behind the logo part, It looks a lot better though
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Post by mauvemorn on Apr 18, 2020 17:07:49 GMT -5
You need to add transparency this way. Or you can separate the logo, set the chain's cut number to 0001, clone glasses, import the blend there. Keep in mind that your anklet is affected by vertex groups no glasses are, there may be distortions in-game
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Post by SZNS on Apr 18, 2020 17:31:22 GMT -5
You need to add transparency this way. Or you can separate the logo, set the chain's cut number to 0001, clone glasses, import the blend there. Keep in mind that your anklet is affected by vertex groups no glasses are, there may be distortions in-game How do I change the chains cut number?
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Post by SZNS on Apr 18, 2020 18:01:00 GMT -5
Nevermind I figured it out, Thank you so much!
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